
attribute highp vec3 aPos;
attribute highp vec3 aNormal;
attribute highp vec2 aTexCoords;

varying highp vec3 Normal;
varying highp vec3 FragPos;
varying highp vec2 TexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1.0);

    Normal = vec3(model * vec4(aNormal, 1.0));
    TexCoords = aTexCoords;
    FragPos = vec3(model * vec4(aPos, 1.0));
}

